Free Generator
Daggerheart Loot Generator
Roll random loot from the official Daggerheart SRD — consumables, items, weapons, and armor, filtered by category and tier.
Applies to weapons & armor. Consumables and items appear at any tier.
Set your filters and hit Roll Loot to fill the hoard.
Leave Category on Any for a mixed hoard, or narrow it to stock a specific shop.
Set Tier to match your party so weapons and armor land level-appropriate.
Bump How many up to 10 to roll a full treasure pile in one click.
Use Share to send a roll config to your co-GM, or Copy to drop the hoard into your notes.
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Join PatreonDaggerheart Loot, Rolled from the SRD
Daggerheart handles rewards differently from gold-and-magic-item systems. Loot is utility- and story-first: single-use consumables, reusable items and relics, and tiered weapons and armor. This generator rolls straight off the official Daggerheart System Reference Document, so every result is table-ready — weapons and armor come with their full stat blocks, and consumables and items with their one-line effects.
The Four Loot Buckets
- Consumables — single-use rewards like Health Potions, Bolster Potions, and stranger brews. Tier-agnostic.
- Items — reusable gear and relics, from a Premium Bedroll to a Gem of Insight. Narrative and utility focused.
- Weapons — Tier 1-4, each with a trait, range, damage die, burden, and a feature.
- Armor — Tier 1-4, each with a base score, damage thresholds, and a feature.
Rolling Loot by Rarity
The official Daggerheart SRD rolls consumables and items by rarity on d12 tables — Common is 1d12 or 2d12, Uncommon 2d12 or 3d12, Rare 3d12 or 4d12, and Legendary 4d12 or 5d12, so rarer loot needs higher totals. This generator handles that rolling for you across the full SRD lists, so you can skip the dice and get a table-ready result in one click.
Using the Generator at the Table
Rolling a single reward after a session? Leave the category on Any. Stocking a merchant? Filter to Weapons or Armor at your party's tier. Building a treasure hoard for the end of an arc? Turn the quantity up and roll a mixed pile. Prefer to browse instead of roll? The complete weapon, armor, item, and consumable lists are below. Once your party has their loot, generate the characters carrying it with our free Daggerheart character creator.
Daggerheart Loot Generator FAQ
What loot does this Daggerheart generator include?▼
Everything in the official Daggerheart SRD loot lists: 60 consumables, 60 items, all SRD weapons, and all SRD armor. Each weapon and armor result includes its full stat block — tier, trait, range, damage, burden, and features — so you can drop it straight onto a character sheet.
How does loot work in Daggerheart?▼
Daggerheart loot leans narrative and utility rather than gold-piece pricing. The GM typically hands out consumables (single-use, like a Health Potion), items (reusable gear and relics), and gear (weapons and armor by tier). This tool rolls on those SRD lists so you can generate a reward, a shop stock, or a treasure hoard in seconds.
How do you roll for random loot in Daggerheart?▼
The official Daggerheart SRD generates consumables and items by rarity, rolling d12s and matching the total on the loot table: Common is 1d12 or 2d12, Uncommon is 2d12 or 3d12, Rare is 3d12 or 4d12, and Legendary is 4d12 or 5d12 — higher rarities roll more dice for higher totals. This generator does that rolling for you across the full SRD lists, so you can skip the dice and get a result instantly.
What weapons and armor are in Daggerheart?▼
Daggerheart groups weapons and armor into tiers 1-4. The full SRD lists — every weapon with its trait, range, damage, burden, and feature, and every armor with its base score, thresholds, and feature — are browsable in the reference tables below the generator, in addition to being rollable above.
What do the tiers mean?▼
Weapons and armor in Daggerheart are grouped into tiers 1-4, matching a party’s level bracket (Tier 1 = levels 1, Tier 2 = 2-4, Tier 3 = 5-7, Tier 4 = 8-10). Pick a tier to keep gear level-appropriate. Consumables and items are tier-agnostic, so they can appear at any tier.
Is this official Daggerheart content?▼
The data comes verbatim from the Daggerheart System Reference Document 1.0, used under the Darrington Press Community Gaming License. This tool is made by Minva and is not affiliated with or endorsed by Darrington Press or Critical Role.
Can I use this for a shop or treasure hoard?▼
Yes — set the quantity up to 10 to roll a whole batch at once. Filter to Weapons or Armor for an armory, Consumables for an apothecary, or leave it on Any for a mixed hoard. Copy or share the result to bring it to the table.
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Daggerheart Weapons (SRD List by Tier)
Every weapon in the Daggerheart System Reference Document, grouped by tier. Each shows its trait, range, damage die, burden, and feature. Roll a random one above, or browse the full list here.
Tier 1 Weapons
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Arcane Gauntlets | Strength | Melee | d10+3 mag | Two-Handed | — |
| Battleaxe | Strength | Melee | d10+3 phy | Two-Handed | — |
| Broadsword | Agility | Melee | d8 phy | One-Handed | Reliable: +1 to attack rolls |
| Crossbow | Finesse | Far | d6+1 phy | One-Handed | — |
| Cutlass | Presence | Melee | d8+1 phy | One-Handed | — |
| Dagger | Finesse | Melee | d8+1 phy | One-Handed | — |
| Dualstaff | Instinct | Far | d6+3 mag | Two-Handed | — |
| Glowing Rings | Agility | Very Close | d10+2 mag | Two-Handed | — |
| Grappler | Finesse | Close | d6 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
| Greatstaff | Knowledge | Very Far | d6 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Greatsword | Strength | Melee | d10+3 phy | Two-Handed | Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
| Halberd | Strength | Very Close | d10+2 phy | Two-Handed | Cumbersome: -1 to Finesse |
| Hallowed Axe | Strength | Melee | d8+1 mag | One-Handed | — |
| Hand Crossbow | Finesse | Far | d6+1 phy | One-Handed | — |
| Hand Runes | Instinct | Very Close | d10 mag | One-Handed | — |
| Longbow | Agility | Very Far | d8+3 phy | Two-Handed | Cumbersome: -1 to Finesse |
| Longsword | Agility | Melee | d10+3 phy | Two-Handed | — |
| Mace | Strength | Melee | d8+1 phy | One-Handed | — |
| Quarterstaff | Instinct | Melee | d10+3 phy | Two-Handed | — |
| Rapier | Presence | Melee | d8 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Returning Blade | Finesse | Close | d8 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| Round Shield | Strength | Melee | d4 phy | One-Handed | Protective: +1 to Armor Score |
| Scepter | Presence | Far | d6 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8. |
| Shortbow | Agility | Far | d6+3 phy | Two-Handed | — |
| Shortstaff | Instinct | Close | d8+1 mag | One-Handed | — |
| Shortsword | Agility | Melee | d8 phy | One-Handed | Paired: +2 to primary weapon damage to targets within Melee range |
| Small Dagger | Finesse | Melee | d8 phy | One-Handed | Paired: +2 to primary weapon damage to targets within Melee range |
| Spear | Finesse | Very Close | d8+3 phy | Two-Handed | — |
| Tower Shield | Strength | Melee | d6 phy | One-Handed | Barrier: +2 to Armor Score; -1 to Evasion |
| Wand | Knowledge | Far | d6+1 mag | One-Handed | — |
| Warhammer | Strength | Melee | d12+3 phy | Two-Handed | Heavy: -1 to Evasion |
| Whip | Presence | Very Close | d6 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
Tier 2 Weapons
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Bladed Whip | Agility | Very Close | d8+3 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Blunderbuss | Finesse | Close | d8+6 phy | Two-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |
| Casting Sword | Strength | Melee | d10+4 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3. |
| Devouring Dagger | Finesse | Melee | d8+4 mag | One-Handed | Scary: On a successful attack, the target must mark a Stress. |
| Ego Blade | Agility | Melee | d12+4 mag | One-Handed | Pompous: You must have a Presence of 0 or lower to use this weapon. |
| Elder Bow | Instinct | Far | d6+4 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Finehair Bow | Agility | Very Far | d6+5 phy | Two-Handed | Reliable: +1 to attack rolls |
| Gilded Falchion | Strength | Melee | d10+4 phy | One-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Greatbow | Strength | Far | d6+6 phy | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Hammer of Exota | Instinct | Melee | d8+6 mag | Two-Handed | Eruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage. |
| Improved Arcane Gauntlets | Strength | Melee | d10+6 mag | Two-Handed | — |
| Improved Battleaxe | Strength | Melee | d10+6 phy | Two-Handed | — |
| Improved Broadsword | Agility | Melee | d8+3 phy | One-Handed | Reliable: +1 to attack rolls |
| Improved Crossbow | Finesse | Far | d6+4 phy | One-Handed | — |
| Improved Cutlass | Presence | Melee | d8+4 phy | One-Handed | — |
| Improved Dagger | Finesse | Melee | d8+4 phy | One-Handed | — |
| Improved Dualstaff | Instinct | Far | d6+6 mag | Two-Handed | — |
| Improved Glowing Rings | Agility | Very Close | d10+5 mag | Two-Handed | — |
| Improved Grappler | Finesse | Close | d6+2 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
| Improved Greatstaff | Knowledge | Very Far | d6+3 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Improved Greatsword | Strength | Melee | d10+6 phy | Two-Handed | Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
| Improved Halberd | Strength | Very Close | d10+5 phy | Two-Handed | Cumbersome: -1 to Finesse |
| Improved Hallowed Axe | Strength | Melee | d8+4 mag | One-Handed | — |
| Improved Hand Crossbow | Finesse | Far | d6+3 phy | One-Handed | — |
| Improved Hand Runes | Instinct | Very Close | d10+3 mag | One-Handed | — |
| Improved Longbow | Agility | Very Far | d8+6 phy | Two-Handed | Cumbersome: -1 to Finesse |
| Improved Longsword | Agility | Melee | d10+6 phy | Two-Handed | — |
| Improved Mace | Strength | Melee | d8+4 phy | One-Handed | — |
| Improved Quarterstaff | Instinct | Melee | d10+6 phy | Two-Handed | — |
| Improved Rapier | Presence | Melee | d8+3 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Improved Returning Blade | Finesse | Close | d8+3 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| Improved Round Shield | Strength | Melee | d4+2 phy | One-Handed | Protective: +2 to Armor Score |
| Improved Scepter | Presence | Far | d6+3 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+3. |
| Improved Shortbow | Agility | Far | d6+6 phy | Two-Handed | — |
| Improved Shortstaff | Instinct | Close | d8+4 mag | One-Handed | — |
| Improved Shortsword | Agility | Melee | d8+2 phy | One-Handed | Paired: +3 to primary weapon damage to targets within Melee range |
| Improved Small Dagger | Finesse | Melee | d8+2 phy | One-Handed | Paired: +3 to primary weapon damage to targets within Melee range |
| Improved Spear | Finesse | Very Close | d8+6 phy | Two-Handed | — |
| Improved Tower Shield | Strength | Melee | d6+2 phy | One-Handed | Barrier: +3 to Armor Score; -1 to Evasion |
| Improved Wand | Knowledge | Far | d6+4 mag | One-Handed | — |
| Improved Warhammer | Strength | Melee | d12+6 phy | Two-Handed | Heavy: -1 to Evasion |
| Improved Whip | Presence | Very Close | d6+2 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
| Keeper's Staff | Knowledge | Far | d6+4 mag | Two-Handed | Reliable: +1 to attack rolls |
| Knuckle Blades | Strength | Melee | d10+6 phy | Two-Handed | Brutal: When you roll the maximum value on a damage die, roll an additional damage die. |
| Parrying Dagger | Finesse | Melee | d6+2 phy | One-Handed | Parry: When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled. |
| Returning Axe | Agility | Close | d6+4 phy | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| Scepter of Elias | Presence | Far | d6+3 mag | One-Handed | Invigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress. |
| Spiked Shield | Strength | Melee | d6+2 phy | One-Handed | Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range |
| Steelforged Halberd | Strength | Very Close | d8+4 phy | Two-Handed | Scary: On a successful attack, the target must mark a Stress. |
| Urok Broadsword | Finesse | Melee | d8+3 phy | One-Handed | Deadly: When you deal Severe damage, the target must mark an additional HP. |
| Wand of Enthrallment | Presence | Far | d6+4 mag | One-Handed | Persuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result. |
| War Scythe | Finesse | Very Close | d8+5 phy | Two-Handed | Reliable: +1 to attack rolls |
| Yutari Bloodbow | Finesse | Far | d6+4 mag | Two-Handed | Brutal: When you roll the maximum value on a damage die, roll an additional damage die. |
Tier 3 Weapons
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Advanced Arcane Gauntlets | Strength | Melee | d10+9 mag | Two-Handed | — |
| Advanced Battleaxe | Strength | Melee | d10+9 phy | Two-Handed | — |
| Advanced Broadsword | Agility | Melee | d8+6 phy | One-Handed | Reliable: +1 to attack rolls |
| Advanced Crossbow | Finesse | Far | d6+7 phy | One-Handed | — |
| Advanced Cutlass | Presence | Melee | d8+7 phy | One-Handed | — |
| Advanced Dagger | Finesse | Melee | d8+7 phy | One-Handed | — |
| Advanced Dualstaff | Instinct | Far | d6+9 mag | Two-Handed | — |
| Advanced Glowing Rings | Agility | Very Close | d10+8 mag | Two-Handed | — |
| Advanced Grappler | Finesse | Close | d6+4 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
| Advanced Greatstaff | Knowledge | Very Far | d6+6 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Advanced Greatsword | Strength | Melee | d10+9 phy | Two-Handed | Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
| Advanced Halberd | Strength | Very Close | d10+8 phy | Two-Handed | Cumbersome: -1 to Finesse |
| Advanced Hallowed Axe | Strength | Melee | d8+7 mag | One-Handed | — |
| Advanced Hand Crossbow | Finesse | Far | d6+5 phy | One-Handed | — |
| Advanced Hand Runes | Instinct | Very Close | d10+6 mag | One-Handed | — |
| Advanced Longbow | Agility | Very Far | d8+9 phy | Two-Handed | Cumbersome: -1 to Finesse |
| Advanced Longsword | Agility | Melee | d10+9 phy | Two-Handed | — |
| Advanced Mace | Strength | Melee | d8+7 phy | One-Handed | — |
| Advanced Quarterstaff | Instinct | Melee | d10+9 phy | Two-Handed | — |
| Advanced Rapier | Presence | Melee | d8+6 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Advanced Returning Blade | Finesse | Close | d8+6 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| Advanced Round Shield | Strength | Melee | d4+4 phy | One-Handed | Protective: +3 to Armor Score |
| Advanced Scepter | Presence | Far | d6+6 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+4. |
| Advanced Shortbow | Agility | Far | d6+9 phy | Two-Handed | — |
| Advanced Shortstaff | Instinct | Close | d8+7 mag | One-Handed | — |
| Advanced Shortsword | Agility | Melee | d8+4 phy | One-Handed | Paired: +4 to primary weapon damage to targets within Melee range |
| Advanced Small Dagger | Finesse | Melee | d8+4 phy | One-Handed | Paired: +4 to primary weapon damage to targets within Melee range |
| Advanced Spear | Finesse | Very Close | d8+9 phy | Two-Handed | — |
| Advanced Tower Shield | Strength | Melee | d6+4 phy | One-Handed | Barrier: +4 to Armor Score; -1 to Evasion |
| Advanced Wand | Knowledge | Far | d6+7 mag | One-Handed | — |
| Advanced Warhammer | Strength | Melee | d12+9 phy | Two-Handed | Heavy: -1 to Evasion |
| Advanced Whip | Presence | Very Close | d6+4 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
| Axe of Fortunis | Strength | Melee | d10+8 mag | Two-Handed | Lucky: On a failed attack, you can mark a Stress to reroll your attack. |
| Black Powder Revolver | Finesse | Far | d6+8 phy | One-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |
| Blessed Anlace | Instinct | Melee | d10+6 mag | One-Handed | Healing: During downtime, automatically clear a Hit Point. |
| Bravesword | Strength | Melee | d12+7 phy | Two-Handed | Brave: -1 to Evasion; +3 to Severe damage threshold |
| Buckler | Agility | Melee | d4+4 phy | One-Handed | Deflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your available Armor Score against the attack. |
| Double Flail | Agility | Very Close | d10+8 phy | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Firestaff | Instinct | Far | d6+7 mag | Two-Handed | Burning: When you roll a 6 on a damage die, the target must mark a Stress. |
| Flickerfly Blade | Agility | Melee | d8+5 phy | One-Handed | Sharpwing: Gain a bonus to your damage rolls equal to your Agility. |
| Ghostblade | Presence | Melee | d10+7 phy or mag | One-Handed | Otherworldly: On a successful attack, you can deal physical or magic damage. |
| Gilded Bow | Finesse | Far | d6+7 mag | Two-Handed | Self-Correcting: When you roll a 1 on a damage die, it deals 6 damage instead. |
| Hammer of Wrath | Strength | Melee | d10+7 phy | Two-Handed | Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die. |
| Hand Sling | Finesse | Very Far | d6+4 phy | One-Handed | Versatile: This weapon can also be used with these statistics—Finesse, Close, d8+4. |
| Ilmari's Rifle | Finesse | Very Far | d6+6 mag | One-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |
| Labrys Axe | Strength | Melee | d10+7 phy | Two-Handed | Protective: +1 to Armor Score |
| Mage Orb | Knowledge | Far | d6+7 mag | One-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Meridian Cutlass | Presence | Melee | d10+5 phy | One-Handed | Dueling: When there are no other creatures within Close range of the target, gain advantage on your attack roll against them. |
| Powered Gauntlet | Knowledge | Close | d6+4 phy | One-Handed | Charged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack. |
| Retractable Saber | Presence | Melee | d10+7 phy | One-Handed | Retractable: The blade can be hidden in the hilt to avoid detection. |
| Runes of Ruination | Knowledge | Very Close | d20+4 mag | One-Handed | Painful: Each time you make a successful attack, you must mark a Stress. |
| Spiked Bow | Agility | Very Far | d6+7 phy | Two-Handed | Versatile: This weapon can also be used with these statistics—Agility, Melee, d10+5. |
| Talon Blades | Finesse | Close | d10+7 phy | Two-Handed | Brutal: When you roll the maximum value on a damage die, roll an additional damage die. |
| Widogast Pendant | Knowledge | Close | d10+5 mag | One-Handed | Timebending: You choose the target of your attack after making your attack roll. |
Tier 4 Weapons
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Aantari Bow | Finesse | Far | d6+11 phy | Two-Handed | Reliable: +1 to attack rolls |
| Bloodstaff | Instinct | Far | d20+7 mag | Two-Handed | Painful: Each time you make a successful attack, you must mark a Stress. |
| Braveshield | Agility | Melee | d4+6 phy | One-Handed | Sheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage. |
| Curved Dagger | Finesse | Melee | d8+9 phy | One-Handed | Serrated: When you roll a 1 on a damage die, it deals 8 damage instead. |
| Dual-Ended Sword | Agility | Melee | d10+9 phy | Two-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Extended Polearm | Finesse | Very Close | d8+10 phy | Two-Handed | Long: This weapon's attack targets all adversaries in a line within range. |
| Floating Bladeshards | Instinct | Close | d8+9 mag | One-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Fusion Gloves | Knowledge | Very Far | d6+9 mag | Two-Handed | Bonded: Gain a bonus to your damage rolls equal to your level. |
| Hand Cannon | Finesse | Very Far | d6+12 phy | One-Handed | Reloading: After you make an attack, roll a d6. On a 1, you must mark a Stress to reload this weapon before you can fire it again. |
| Impact Gauntlet | Strength | Melee | d10+11 phy | One-Handed | Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range. |
| Knuckle Claws | Strength | Melee | d6+8 phy | One-Handed | Doubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range. |
| Legendary Arcane Gauntlets | Strength | Melee | d10+12 mag | Two-Handed | — |
| Legendary Battleaxe | Strength | Melee | d10+12 phy | Two-Handed | — |
| Legendary Broadsword | Agility | Melee | d8+9 phy | One-Handed | Reliable: +1 to attack rolls |
| Legendary Crossbow | Finesse | Far | d6+10 phy | One-Handed | — |
| Legendary Cutlass | Presence | Melee | d8+10 phy | One-Handed | — |
| Legendary Dagger | Finesse | Melee | d8+9 phy | One-Handed | — |
| Legendary Dualstaff | Instinct | Far | d8+12 mag | Two-Handed | — |
| Legendary Glowing Rings | Agility | Very Close | d10+11 mag | Two-Handed | — |
| Legendary Grappler | Finesse | Close | d6+6 phy | One-Handed | Hooked: On a successful attack, you can pull the target into Melee range. |
| Legendary Greatstaff | Knowledge | Very Far | d6+9 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Legendary Greatsword | Strength | Melee | d10+12 phy | Two-Handed | Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
| Legendary Halberd | Strength | Very Close | d10+11 phy | Two-Handed | Cumbersome: -1 to Finesse |
| Legendary Hallowed Axe | Strength | Melee | d8+10 mag | One-Handed | — |
| Legendary Hand Crossbow | Finesse | Far | d6+7 phy | One-Handed | — |
| Legendary Hand Runes | Instinct | Very Close | d10+9 mag | One-Handed | — |
| Legendary Longbow | Agility | Very Far | d8+12 phy | Two-Handed | Cumbersome: -1 to Finesse |
| Legendary Longsword | Agility | Melee | d10+12 phy | Two-Handed | — |
| Legendary Mace | Strength | Melee | d8+10 phy | One-Handed | — |
| Legendary Quarterstaff | Instinct | Melee | d10+12 phy | Two-Handed | — |
| Legendary Rapier | Presence | Melee | d8+9 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Legendary Returning Blade | Finesse | Close | d8+9 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| Legendary Round Shield | Strength | Melee | d4+6 phy | One-Handed | Protective: +4 to Armor Score |
| Legendary Scepter | Presence | Far | d6+9 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+6. |
| Legendary Shortbow | Agility | Far | d6+12 phy | Two-Handed | — |
| Legendary Shortstaff | Instinct | Close | d8+10 mag | One-Handed | — |
| Legendary Shortsword | Agility | Melee | d8+6 phy | One-Handed | Paired: +5 to primary weapon damage to targets within Melee range |
| Legendary Small Dagger | Finesse | Melee | d8+6 phy | One-Handed | Paired: +5 to primary weapon damage to targets within Melee range |
| Legendary Spear | Finesse | Very Close | d8+12 phy | Two-Handed | — |
| Legendary Tower Shield | Strength | Melee | d6+6 phy | One-Handed | Barrier: +5 to Armor Score; -1 to Evasion. |
| Legendary Wand | Knowledge | Far | d6+10 mag | One-Handed | — |
| Legendary Warhammer | Strength | Melee | d12+12 phy | Two-Handed | Heavy: -1 to Evasion |
| Legendary Whip | Presence | Very Close | d6+6 phy | One-Handed | Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range. |
| Magus Revolver | Finesse | Very Far | d6+13 mag | One-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |
| Midas Scythe | Knowledge | Melee | d10+9 mag | Two-Handed | Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll. |
| Primer Shard | Instinct | Very Close | d4 phy | One-Handed | Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds. |
| Ricochet Axes | Agility | Far | d6+11 phy | Two-Handed | Bouncing: Mark 1 or more Stress to hit that many targets in range of the attack. |
| Siphoning Gauntlets | Presence | Melee | d10+9 mag | Two-Handed | Lifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress. |
| Sledge Axe | Strength | Melee | d12+13 phy | Two-Handed | Destructive: -1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress. |
| Swinging Ropeblade | Presence | Close | d8+9 phy | Two-Handed | Grappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you. |
| Sword of Light & Flame | Strength | Melee | d10+11 mag | Two-Handed | Hot: This weapon cuts through solid material. |
| Thistlebow | Instinct | Far | d6+13 mag | Two-Handed | Reliable: +1 to attack rolls |
| Wand of Essek | Knowledge | Far | d8+13 mag | One-Handed | Timebending: You can choose the target of your attack after making your attack roll. |
Daggerheart Armor (SRD List by Tier)
All Daggerheart SRD armor by tier, with base score, damage thresholds, and feature.
Tier 1 Armor
| Name | Base Score | Thresholds | Feature |
|---|---|---|---|
| Chainmail Armor | 4 | 7 / 15 | Heavy: -1 to Evasion |
| Full Plate Armor | 4 | 8 / 17 | Very Heavy: -2 to Evasion; -1 to Agility |
| Gambeson Armor | 3 | 5 / 11 | Flexible: +1 to Evasion |
| Leather Armor | 3 | 6 / 13 | — |
Tier 2 Armor
| Name | Base Score | Thresholds | Feature |
|---|---|---|---|
| Elundrian Chain Armor | 4 | 9 / 21 | Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds. |
| Harrowbone Armor | 4 | 9 / 21 | Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot. |
| Improved Chainmail Armor | 5 | 11 / 24 | Heavy: -1 to Evasion |
| Improved Full Plate Armor | 5 | 13 / 28 | Very Heavy: -2 to Evasion; -1 to Agility |
| Improved Gambeson Armor | 4 | 7 / 16 | Flexible: +1 to Evasion |
| Improved Leather Armor | 4 | 9 / 20 | — |
| IronTree Breastplate Armor | 4 | 9 / 20 | Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot. |
| Rosewild Armor | 5 | 11 / 23 | Hopeful: When you would spend a Hope, you can mark an Armor Slot instead. |
| Runetan Floating Armor | 4 | 9 / 20 | Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage. |
| Tyris Soft Armor | 5 | 8 / 18 | Quiet: You gain a +2 bonus to rolls you make to move silently. |
Tier 3 Armor
| Name | Base Score | Thresholds | Feature |
|---|---|---|---|
| Advanced Chainmail Armor | 6 | 13 / 31 | Heavy: -1 to Evasion |
| Advanced Full Plate Armor | 6 | 15 / 35 | Very Heavy: -2 to Evasion; -1 to Agility |
| Advanced Gambeson Armor | 5 | 9 / 23 | Flexible: +1 to Evasion |
| Advanced Leather Armor | 5 | 11 / 27 | — |
| Bellamoi Fine Armor | 5 | 11 / 27 | Gilded: +1 to Presence |
| Bladefare Armor | 6 | 16 / 39 | Physical: You can't mark an Armor Slot to reduce magic damage. |
| Dragonscale Armor | 5 | 11 / 27 | Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress. |
| Monett's Cloak | 6 | 16 / 39 | Magic: You can't mark an Armor Slot to reduce physical damage. |
| Runes of Fortification | 6 | 17 / 43 | Painful: Each time you mark an Armor Slot, you must mark a Stress. |
| Spiked Plate Armor | 5 | 10 / 25 | Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll. |
Tier 4 Armor
| Name | Base Score | Thresholds | Feature |
|---|---|---|---|
| Channeling Armor | 5 | 13 / 36 | Channeling: +1 to Spellcast Rolls |
| Dunamis Silkchain | 7 | 13 / 36 | Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack. |
| Emberwoven Armor | 6 | 13 / 36 | Burning: When an adversary attacks you within Melee range, they mark a Stress. |
| Full Fortified Armor | 4 | 15 / 40 | Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one. |
| Legendary Chainmail Armor | 7 | 15 / 40 | Heavy: -1 to Evasion |
| Legendary Full Plate Armor | 7 | 17 / 44 | Very Heavy: -2 to Evasion; -1 to Agility |
| Legendary Gambeson Armor | 6 | 11 / 32 | Flexible: +1 to Evasion |
| Legendary Leather Armor | 6 | 13 / 36 | — |
| Savior Chainmail | 8 | 18 / 48 | Difficult: -1 to all character traits and Evasion |
| Veritas Opal Armor | 6 | 13 / 36 | Truthseeking: This armor glows when another creature within Close range tells a lie. |
Daggerheart Consumables (SRD List)
The 60 single-use consumables from the Daggerheart SRD loot table.
| Stride Potion | You gain a +1 bonus to your next Agility Roll. |
| Bolster Potion | You gain a +1 bonus to your next Strength Roll. |
| Control Potion | You gain a +1 bonus to your next Finesse Roll. |
| Attune Potion | You gain a +1 bonus to your next Instinct Roll. |
| Charm Potion | You gain a +1 bonus to your next Presence Roll. |
| Enlighten Potion | You gain a +1 bonus to your next Knowledge Roll. |
| Minor Health Potion | Clear 1d4 HP. |
| Minor Stamina Potion | Clear 1d4 Stress. |
| Grindletooth Venom | You can apply this venom to a weapon that deals physical damage to add a d6 to your next damage roll with that weapon. |
| Varik Leaves | You can eat these paired leaves to immediately gain 2 Hope. |
| Vial of Moondrip | When you drink the contents of this vial, you can see in total darkness until your next rest. |
| Unstable Arcane Shard | You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 1d20 magic damage. |
| Potion of Stability | You can drink this potion to choose one additional downtime move. |
| Improved Grindletooth Venom | You can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon. |
| Morphing Clay | You can spend a Hope to use this clay, altering your face enough to make you unrecognizable until your next rest. |
| Vial of Darksmoke | When an adversary attacks you, use this vial and roll a number of d6s equal to your Agility. Add the highest result to your Evasion against the attack. |
| Jumping Root | Eat this root to leap up to Far range once without needing to roll. |
| Snap Powder | Mark a Stress and clear a HP. |
| Health Potion | Clear 1d4+1 HP. |
| Stamina Potion | Clear 1d4+1 Stress. |
| Armor Stitcher | You can use this stitcher to spend any number of Hope and clear that many Armor Slots. |
| Gill Salve | You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level. |
| Replication Parchment | By touching this piece of parchment to another, you can perfectly copy the second parchment's contents. Once used, this parchment becomes mundane paper. |
| Improved Arcane Shard | You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 2d20 magic damage. |
| Major Stride Potion | You gain a +1 bonus to your Agility until your next rest. |
| Major Bolster Potion | You gain a +1 bonus to your Strength until your next rest. |
| Major Control Potion | You gain a +1 bonus to your Finesse until your next rest. |
| Major Attune Potion | You gain a +1 bonus to your Instinct until your next rest. |
| Major Charm Potion | You gain a +1 bonus to your Presence until your next rest. |
| Major Enlighten Potion | You gain a +1 bonus to your Knowledge until your next rest. |
| Blood of the Yorgi | You can drink this blood to disappear from where you are and immediately reappear at a point you can see within Very Far range. |
| Homet's Secret Potion | After drinking this potion, the next successful attack you make critically succeeds. |
| Redthorn Saliva | You can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon. |
| Channelstone | You can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault. |
| Mythic Dust | You can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon. |
| Acidpaste | This paste eats away walls and other surfaces in bright flashes. |
| Hopehold Flare | When you use this flare, allies within Close range roll a d6 when they spend a Hope. On a result of 6, they gain the effect of that Hope without spending it. The flare lasts until the end of the scene. |
| Major Arcane Shard | You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 4d20 magic damage. |
| Featherbone | You can use this bone to control your falling speed for a number of minutes equal to your level. |
| Circle of the Void | Mark a Stress to create a void that extends up to Far range. No magic can be cast inside the void, and creatures within the void are immune to magic damage. |
| Sun Tree Sap | Consume this sap to roll a d6. On a result of 5-6, clear 2 HP. On a result of 2-4, clear 3 Stress. On a result of 1, see through the veil of death and return changed, gaining one scar. |
| Dripfang Poison | A creature who consumes this poison takes 8d10 direct magic damage. |
| Major Health Potion | Clear 1d4+2 HP. |
| Major Stamina Potion | Clear 1d4+2 Stress. |
| Ogre Musk | You can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest. |
| Wingsprout | You gain magic wings that allow you to fly for a number of minutes equal to your level. |
| Jar of Lost Voices | You can open this jar to release a deafening echo of voices for a number of minutes equal to your Instinct. Creatures within Far range unprepared for the sound take 6d8 magic damage. |
| Dragonbloom Tea | You can drink this tea to unleash a fiery breath attack. Make an Instinct Roll against all adversaries in front of you within Close range. Targets you succeed against take 2d20 physical damage using your Proficiency. |
| Bridge Seed | Thick vines grow from your location to a point of your choice within Far range, allowing you to climb up or across them. The vines dissipate on your next rest. |
| Sleeping Sap | You can drink this potion to fall asleep for a full night's rest. You clear all Stress upon waking. |
| Feast of Xuria | You can eat this meal to clear all HP and Stress and gain 1d4 Hope. |
| Bonding Honey | This honey can be used to glue two objects together permanently. |
| Shrinking Potion | You can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agility and a -1 penalty to your Proficiency. |
| Growing Potion | You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strength and a +1 bonus to your Proficiency. |
| Knowledge Stone | If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles. |
| Sweet Moss | You can consume this moss during a rest to clear 1d10 HP or 1d10 Stress. |
| Blinding Orb | You can activate this orb to create a flash of bright light. All targets within Close range become Vulnerable until they mark HP. |
| Death Tea | After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don't critically succeed on an attack before your next long rest, you die. |
| Mirror of Marigold | When you take damage, you can spend a Hope to negate that damage, after which the mirror shatters. |
| Stardrop | You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range. |
Daggerheart Items (SRD List)
The 60 reusable items and relics from the Daggerheart SRD loot table.
| Premium Bedroll | During downtime, you automatically clear a Stress. |
| Piper Whistle | This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 1-mile radius. |
| Charging Quiver | When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to your current tier. |
| Alistair's Torch | You can light this magic torch at will. The flame's light fills a much larger space than it should, enough to illuminate a cave bright as day. |
| Speaking Orbs | This pair of orbs allows any creatures holding them to communicate with each other across any distance. |
| Manacles | This pair of locking cuffs comes with a key. |
| Arcane Cloak | A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will. |
| Woven Net | You can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (16). |
| Fire Jar | You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest. |
| Suspended Rod | This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the rod is deactivated, it can't move, doesn't abide by the rules of gravity, and remains in place. |
| Glamour Stone | Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to magically recreate this guise on yourself as an illusion. |
| Empty Chest | This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you can see the items stored within it. |
| Companion Case | This case can fit a small animal companion. While the companion is inside, the animal and case are immune to all damage and harmful effects. |
| Piercing Arrows | Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to the damage roll. |
| Valorstone | You can attach this stone to armor that doesn't already have a feature. The armor gains the following feature. Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot. |
| Skeleton Key | When you use this key to open a locked door, you gain advantage on the Finesse Roll. |
| Arcane Prism | Position this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1 bonus to their Spellcast Rolls. While activated, the prism can't be moved. Once the prism is deactivated, it can't be activated again until your next long rest. |
| Minor Stamina Potion Recipe | As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion. |
| Minor Health Potion Recipe | As a downtime move, you can use a vial of blood to craft a Minor Health Potion. |
| Homing Compasses | These two compasses point toward each other no matter how far apart they are. |
| Corrector Sprite | This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantage on an attack roll. |
| Gecko Gloves | You can climb up vertical surfaces and across ceilings. |
| Lorekeeper | You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to action rolls against those creatures. |
| Vial of Darksmoke Recipe | As a downtime move, you can mark a Stress to craft a Vial of Darksmoke. |
| Bloodstone | You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Brutal: When you roll the maximum value on a damage die, roll an additional damage die. |
| Greatstone | You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Glider | While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground. |
| Ring of Silence | Spend a Hope to activate this ring. Your footsteps are silent until your next rest. |
| Calming Pendant | When you would mark your last Stress, roll a d6. On a result of 5 or higher, don’t mark it. |
| Dual Flask | This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask’s side. |
| Bag of Ficklesand | You can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10). Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target’s face to make them temporarily Vulnerable. |
| Ring of Resistance | Once per long rest, you can activate this ring after a successful attack against you to halve the damage. |
| Phoenix Feather | If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you make to determine whether you gain a scar. |
| Box of Many Goods | Once per long rest, you can open this small box and roll a d12. On a result of 1-6, it’s empty. On a result of 7-10, it contains one random common consumable. On a result of 11-12, it contains two random common consumables. |
| Airblade Charm | You can attach this charm to a weapon with a Melee range. Three times per rest, you can activate the charm and attack a target within Close range. |
| Portal Seed | You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by dealing any amount of Magic damage to it. |
| Paragon’s Chain | As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain. Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that principle. |
| Elusive Amulet | Once per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you remain unseen even if an adversary moves to where they would normally see you. |
| Hopekeeper Locket | During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve. When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re‑imbued before it can be used this way again. |
| Infinite Bag | When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can retrieve an item at any time. |
| Stride Relic | You gain a +1 bonus to your Agility. You can only carry one relic. |
| Bolster Relic | You gain a +1 bonus to your Strength. You can only carry one relic. |
| Control Relic | You gain a +1 bonus to your Finesse. You can only carry one relic. |
| Attune Relic | You gain a +1 bonus to your Instinct. You can only carry one relic. |
| Charm Relic | You gain a +1 bonus to your Presence. You can only carry one relic. |
| Enlighten Relic | You gain a +1 bonus to your Knowledge. You can only carry one relic. |
| Honing Relic | You gain a +1 bonus to an Experience of your choice. You can only carry one relic. |
| Flickerfly Pendant | While you carry this pendant, your weapons with a Melee range that deal physical damage have a gossamer sheen and can attack targets within Very Close range. |
| Lakestrider Boots | You can walk on the surface of water as if it were soft ground. |
| Clay Companion | When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across different shapes, but they can adopt new mannerisms with each form. |
| Mythic Dust Recipe | As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust. |
| Shard of Memory | Once per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall Cost. |
| Gem of Alacrity | You can attach this gem to a weapon, allowing you to use your Agility when making an attack with that weapon. |
| Gem of Might | You can attach this gem to a weapon, allowing you to use your Strength when making an attack with that weapon. |
| Gem of Precision | You can attach this gem to a weapon, allowing you to use your Finesse when making an attack with that weapon. |
| Gem of Insight | You can attach this gem to a weapon, allowing you to use your Instinct when making an attack with that weapon. |
| Gem of Audacity | You can attach this gem to a weapon, allowing you to use your Presence when making an attack with that weapon. |
| Gem of Sagacity | You can attach this gem to a weapon, allowing you to use your Knowledge when making an attack with that weapon. |
| Ring of Unbreakable Resolve | Once per session, when the GM spends a Fear, you can spend 4 Hope to cancel the effects of that spent Fear. |
| Belt of Unity | Once per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two. |
This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.